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First thoughts on Digital Burgess- RESEND- LET ME KNOW IF BODYLESS



THIS IS A RESEND!  I AM TOLD THAT SOME OF YOU DID NOT RECEIVE IT.  IF YOU
DID, SORRY FOR THE DUPLICATION-ROY

(This message summarizes some of my impressions of the Digital Burgess
conference. I would greatly appreciate comments and clarifications, though
insults will be ignored.)

	The Digital Burgess concept was almost certainly the most unusual meeting
ever held concerning a paleontological subject. During it, a small coterie
of paleontologists and other natural scientists interacted with a much
larger group of computer scientists and "digital artists" to communicate
ideas, explore areas of mutual interest, and lay the groundwork for possible
future interactions. As befits an effort of this nature, there were many
areas of contention, confusion, and lack of communication.  By identifying
what these areas are, this will hopefully lead to serious efforts by all
involved to continue the dialog and learn to "speak a common language."
Nevertheless, I believe that nearly all attendees benefitted greatly for the
exposure to novel ideas and were left excited and energized by what they
were exposed to.

	Clear distinctions between the natural scientists and many of the other
attendees were in the goals of computer simulations.  To quote the ecologist
Levins (1966), scientists view models as  "a reconstruction of nature for
the purpose of study."  Because of the inherent complexity of natural
systems and processes, scientific modeling involves the reduction of this
complexity while retaining essential aspects.  It would not be beneficial,
even if possible, to build a computer model that exactly reproduces a
bacteria unless the process of building the model yields insights into how
real bacteria work.  Similarly, building a simulated fish that swims, as
Demetri Terzopoulas described,  would be of limited interest to most
zoologists unless the simulation was grounded in real fish anatomy and
realistic, detailed fluid mechanics and biomechanics.  The potential for
doing so is clearly nascent, however,  in his models and those of Karl Sims.

	In contrast, many of the artists and computer scientists seemed to invert
this approach, by using biological evolution as model for how the digital
world will change in the future.  Conference organizer Bruce Damer, for
example, discussed "biological models as appropriate models for Cyberspace."
In order to accomplish this modeling, however, evolutionary processes were
reduced to very basic neo-Darwinian concepts.  In nearly all cases, the
processes of mutation, recombination, and selection (both "natural" and
"artificial") were the only ones considered.  Similarly, simulated
"ecologies" were characterized almost totally by processes of competition
and predation.  

	This dichotomy between computer systems as models of biological evolution
and biological systems as models for computer system evolution was best seen
in the fascinating presentation of Tom Ray, who stated that "just as
evolution on other planets is not a model for life on earth, nor is natural
evolution in the digital medium."   Tom's Tierra world creatures are not
bacteria, but are there own type of organism, living in a medium and under
rules that only metaphorically resemble that of the "real" world.
Nevertheless, both Tierra and Larry Yaeger's Polyworld have the potential
for recognizing emergent properties that might be common to biological,
digital, and "alien" complex systems. 

	How can computer scientists and paleontologists (and the broader group of
evolutionary biologists) aid each other?  I, for one, would love to have
some hand-me down computers and some free help in programming!  More
seriously, as mentioned earlier, the potential to produce realistic, moving
models of fossil organisms based on realistic biology and physics is
tremendously exciting.  As I mentioned in my own presentation, the ability
to use powerful computer models would allow evolutionary scientists to play
"what if" games with the history of life and help determine what aspects of
evolution are contingent and which are predictable.  The work with L-systems
of  Przemyslaw Prusinkiewicz shows a possible next direction for
theoretical morphology. 

	Conversely, computer scientists should benefit from the insights into
evolutionary processes that natural scientists have (the interaction between
Chris Winter and Paul Morrow was an outstanding example of this).  For
example, the "environment" in which the computer programs evolved was
static, not dynamic.  I wonder if Tom Ray's Network Tierra would evolve
differently if individual CPU's frequently crashed, disconnected, or
otherwise changed. Can we evolve a computer system that has the flexibility
to deal with a fluctuating, often unstable environment? This strikes as a
desirable goal as computer systems become ever larger and more complex.  I
would also be interested in seeing how concepts of hierarchy and feedback
might be incorporated, as well as the possibility of non-optimum, but
satisfactory solutions. 
-Roy Plotnick
Roy E. Plotnick
Department of Earth and Environmental Sciences
University of Illinois at Chicago
845 W. Taylor St.
Chicago, IL 60607
plotnick@uic.edu
phone: 312-996-2111     fax: 312-413-2279
web page: http://www.uic.edu/depts/geos/plotnick.htm
"The scientific celebrities, forgetting their molluscs and glacial
 periods, gossiped about art, while devoting themselves to oysters
 and ices with characteristic energy.." -Little Women, Louisa 
 May Alcott